I guess I am a bit of a 'purist' when it comes to strategy games and have always preferred playing on hexes than on squares for a number of reasons. 1. Hexes allow more natural movement. 2. Hexes allow for better formations. 3. Hexes allow for simpler zones of control, facing, and surround modifiers (none of which Elemental has - but who knows in the future). Now I know that it is way too late to push to try and have Elemental use hexes but the issue is that mo
Das123
[quote who="Michael_Zett" reply="21" id="2701458"] I would like to see my equipment detail screen from within the shop. Alternatvely it would be necessary for the starting equipment to be real equipment, because it hppens all the time in the beginning that I go into the shop and don't know what my main weapon is. I then have to leave the shop, go into my detail, memeorize my starting-equipment, go back into the shop and decide what to buy. Also i would get rid of my old stuff o
+1 CHiZZoPs. These suggestions would improve the strategic quality of the game.
Temporary would be cool.
This would make a nice mod. :)
I like regular lighting because after playing for extended periods I think the eye tries to automatically sharpen the image which I suspect leads to eye-strain if there is already too much of a blur. Anti-aliasing is good - just not the soft blurring. My eyes are getting worse anyway so most things give me eye-strain now-a-days.
I wonder if the problem is actually Combat Speed itself rather than the weapon. I find that I only ever select Combat Speed as my heroes level up because it just has such a massive impact on tactical battles. I have never selected anything other than Combat Speed - and I mean ever. If I was going to build a Legolas character I would expect that my main attribute should be dexterity. If I was wanting a Gimli character my main attribute should be constitution. Boromir should be strength
That's a big download. :( Is there a way we can delete the offending files and get the system to correct itself?
Same here with nVidia 285. There is supposed to be a setting somewhere to contain the cursor within the game but I've not been able to activate it.
Thanks for this info Brad. :) Couple of points/questions: 13. Video performance is where it is going to be on release. You're talking FPS rather than stability, right? I tested FPS yesterday btw. Was getting around 40 in the tactical battles, between 9 and 30 in the world, and around 150 in the start screen. 19. Spellcasters will only be able to cast 1 spell per turn. Please also apply some limit to archers. I think both spell casters and archers should
I think the shards should be THE most important aspect of the game. After all, the game is basically named after them! The spells should rely heavily on shard ownership for their spell power and/or ability to cast. I would also love to see other things within the game make use of shard ownership such as the ability to forge certain weaponry and armour.
By tying retreating with dexterity it will hopefully lead to assassin type units that specialise in attacking, a quick kill, then retreating. [quote who="Keemossi" reply="1" id="2699871"] I'd love to see system similar to Dominions 3's here. That is, most tactical map spells (except the more powerful ones) can be cast for 'free', but strategic map spells could cost shards. Like, small-scale spells don't cost shards, raising a mountain and the likes does. That bei
[quote who="Frogboy" reply="22" id="2699857"]Here's the public Sins of a Solar Empire mod area: https://www.wincustomize.com/explore/sins_maps Mod handling in Elemental will mostly be done in game. But we plan to have a public version on WinCustomize as well.[/quote] That would be good. :) This is just for maps, would the Elemental setup cater for separate mod classifications?
I've been playing now for a couple of hours without any real issues (I windowed the game and this seemed to help with stability). Anyhow, I'm really starting to enjoy the game. I'm being drawn into the game world which wasn't happening before this version. So thank you and well done to all the team at Stardock. :) These are some short notes on what is working and not working for me: Tactical Battles I'm enjoying these now more and mor
It's interesting hearing about different experiences and perspectives with games and impact those experiences have on expectations. I loved the GalCiv experience all the way through. Each version and expansion built on what was there but made it sooooo much better. I could never go back to anything other than the latest version now but I do remember how much I enjoyed GalCiv1 after the bitter disappointment of MOO3. Your point about sifting the mod gold from the mod slurry is a vital
I agree with what you are saying as the game currently stands but balancing the magic system shouldn't be a major issue at all. (Just simple XML files by the looks). Also, with each beta certain aspects are nerfed and others buffed so we focus in the specific areas the devs want us focussed on. Eg, in this current beta all the heroes seem to have all spell books activated. Agree that the tactical battle engine is currently a problem as this would be part of the core I think. B
It seriously is worth registering your product with Impulse just for the patches. Elemental will just get better and better - especially in the moths after release - and having access to the patches will be very beneficial. ---EDIT--- I actually used to share the same concerns as you. If I didn't have hard-copies then I wasn't happy. What swung me around with Stardock and Impulse is that you can essentially archive the game install. So basically you can update via Impulse then
These are all good points. From the short time I've been able to play Beta 4 before crashes I do think the game-play is improving a lot. While the instability is causing me frustrations I can see I will 'enjoy' playing the game - but not sure yet whether I will 'love' playing it. I'm finding that the game is lacking personality at this stage. I'm hoping that sound will make a dramatic improvement but at this stage the factions are all pretty much the same. My greatest fear for
I have also had issues reloading save games but it was only when reading your post that I realised the save-game was a turn or two further than when it should have saved. My characters where in their spots but the NPCs had moved a lot within the save-game.
I think you raise some very strong points. As a project continues it becomes much harder for all involved to be able to step back and see the big picture as though for the first time.
Groan. Not this one again - please! Had the game crash very early on. Restarted game and tried loading the autosave. Game went into endless loop on startup screen but with music playing. No way to Ctrl-Alt-Del out so eventually had to cold boot the computer. http://dl.dropbox.com/u/9163563/debug.98.b.zip Sorry to say but I don't think this version is anywhere close to the stable 'fun' version it has been flag
Should we be able to test that we have the new version by trying to load a map? Impulse is saying I have all the updated yet when I try to load a map the list is blank. I loaded the initial update first, tried the tile editor, then quit. Later I loaded the smaller second update and tried playing the game. The lack of maps in the load list has me a little worried and you said in one of my bug posts that the issue I was experiencing was corrected in the second update - which is
Lol. :D
I actually had. I just checked again and Impulse is saying all is good to go. But I had tried to load a map and nothing was listed. Before downloading the smaller patch I had started the game after the intial larger patch. Wonder if that changed a setting somewhere.
I had a similar problem alt-tabbing before starting the game. Wanted to disable the second monitor and remove ObjectDock before playing. After coming back into the game it was frozen. But at least I could still alt-tab back out again and Ctrl-Alt-Del instead of the old annoying freeze the whole system bug.